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研究生: 林呈豪
Cheng-Hao Lin
論文名稱: 應用導入深度資訊之紋理區域劃分方法於深度資訊編碼系統
Depth Map Coding Scheme Utilizing Depth Information-Introduced Texture Segmentation
指導教授: 陳建中
Jiann-Jone Chen
口試委員: 杭學鳴
Hsueh-Ming Hang
鍾國亮
Kuo-Liang Chung
郭天穎
Tien-Ying Kuo
學位類別: 碩士
Master
系所名稱: 電資學院 - 電機工程系
Department of Electrical Engineering
論文出版年: 2014
畢業學年度: 102
語文別: 中文
論文頁數: 78
中文關鍵詞: 深度編碼紋理劃分
外文關鍵詞: dpeth map coding, texture segmentation
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視訊編碼技術近來不斷進步,編碼架構及方法的改良使得傳送視訊資料的成本得以降低,且仍可維持解碼端重建影像之品質。在改進使用者收視體驗方面,目前由二維影像平面顯示,延展至自由視角視訊(Free-View Video, FVV)與三維視訊(3-D Video),目前亦漸漸成為應用之主流。除硬體之支援漸成主流配備外,亦整合其他領域相關技術於實際應用,如3D 電影等成功案例。自由視角視訊與三維視訊處理均須使用多個視角之資訊進行視角合成,為了減低傳送多個視角之視訊所需之成本以及提升虛擬視角之合成品質,除了固有之紋理資訊(Texture Information)之外,各視角所對應之深度資訊(Depth Information)近來亦廣為應用於提升三維視訊收視品質,因此有效編碼與傳送深度資訊亦成為重要的研究項目之一。本論文提出一深度資訊之編碼方法,用以改善運用既有視訊編碼工具於深度資訊編碼之不足,並可保留視角合成中所需之深度資訊以使最後
合成結果達到更高之準確度。傳統編碼架構之發展目標為紋理資訊之保存,而紋理與深度資訊之間有著相當大的特性差異,因此直接用於編碼深度資訊會因設計應用標的不同而效率不彰。因為深度值與其對應之場景中物件之邊界資訊具有相當一致的特性,可應用此一特性於深度資訊之編碼中,以減少編碼深度資訊所需之成本。基於以上原因,本論文對傳統編碼架構不合適之處提出改良,並採用紋理資訊結合深度邊界資訊作為編碼之基礎架構,達到節省編碼成本以及提升重建深度影像之品質,並可應用於進一步提升合成視角之品質。


With the advances of the multimedia codec technologies and related application
devices, the cost to transmit media data can be reduced while the system can still maintain high quality reconstructed video. In additional to the conventional 2-D multimedia applications, the Free-View Video (FVV) and 3D Video become popular because their applications provide better user perception experience. The FVV and 3DVideo related applications and devices have been wildly developed and utilized to drive more user interests. The FVV and 3-D Video are acquired by utilizing multi cameras from different view angle of the same scene. To reduce the costs of multi-view data transmission and enhance the quality of the reconstructed virtual views, not only the texture but also the depth information have to be well manipulated, as the latter plays an important role in virtual view synthesis. In this thesis, we propose a new depth map coding scheme to improve the inefficiency of applying conventional texture information based video coding tools on video depth map. Based on the fact that the depth map comprises sharp edges that surround object region boundaries and all depth map values belonging to the same region are nearly constant, the conventional 2D video codec which are designed to well compress video texture information is proved to be inefficient to encode depth map information. By utilizing the high correlation between texture and depth map, we propose a texture segmented region-based depth coding scheme to reserve accurate depth information while saving required bit rates. The depth map information is utilized in the segmentation process to enhance the reconstructed depth image boundary quality, which can further help to improve the quality of the synthesized virtual view images.

摘要 ABSTRACT 致謝 目錄 圖目錄 表目錄 第一章 緒論 1.1 研究動機與目的 1.2 問題描述與研究方法 1.3 論文組織 第二章 背景知識與相關研究 2.1 彩色影像之區域劃分方法 2.1.1 色彩空間轉換原理 2.1.2 影像區域劃分 2.1.3 以二元樹表示之影像區域劃分方法 2.2 自由視角視訊與立體成像 2.2.1 自由視角視訊原理與架構 2.2.2 三維視訊原理與架構 2.2.3 虛擬視角合成技術 2.3 深度資訊編碼架構 2.3.1 3-D HEVC Extension 深度資訊編碼可選模式 2.3.2 以常數區域模型為基礎之深度資訊編碼架構 2.3.3 結合紋理與深度資訊為基礎之深度資訊編碼架構 第三章 應用導入深度資訊之紋理區域劃分方法於深度資訊編碼系統 3.1 系統架構 3.2 深度不連續邊界之編碼 3.2.1 深度資訊之數值不連續處標記方法 3.2.2 Crack_Edge_Map 分析與資料壓縮方法 3.3 混合深度邊界資訊之紋理區域劃分方法 3.3.1 紋理影像劃分結果應用於深度資訊之問題描述 3.3.2 引入Crack_Edge_Map 之影像區域模型 3.3.3 影像區塊合併方法 3.4 深度相似區域合併 3.5 深度區域數值編碼方法 第四章 實驗結果與數據分析 4.1 實驗環境 4.2 編碼、解碼端數據比較 4.2.1 深度資訊編碼 4.2.2 影像壓縮效率 4.2.3 深度影像解碼端結果 4.2.4 編碼時間比較 4.3 虛擬視角合成 第五章 結論 5.1 結論 5.2 未來展望 5.3 研究建議 參考文獻

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